














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Insane Roguelike |
Sex | Male |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 19 / 86% |
Size | medium |
Lifes / Deaths | Killed by Arysewe the sewer alligator at level 16 on the 7th Revenge 124th year of Ascendancy at 10:01 / 2Killed by Burb the snow giant champion at level 19 on the 14th Revenge 124th year of Ascendancy at 00:53 |
Primary Stats
Strength | 64 (base 47) |
Dexterity | 11 (base 10) |
Constitution | 18 (base 11) |
Magic | 9 (base 10) |
Willpower | 16 (base 10) |
Cunning | 43 (base 38) |
Resources
Life | -217/548 |
Steam | 49/100 |
Healing Factor | 1.1215606121366 |
Regeneration | 7.3994683691012 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
See Stealth | 6 |
See Invisible | 6 |
Offense: Mainhand
Damage | 101 |
Accuracy | 38 |
Crit Chance | 14% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 41 |
Accuracy | 38 |
Crit Chance | 14% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Light | +10% |
Fire | +10% |
Physical | +7% |
Cold | +11% |
All | 0% |
Offense: Damage Penetration
All | +7% |
Defense: Base
Armour (hardiness) | 43 (30%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 18 |
Physical Save | 31 |
Spell Save | 8 |
Mental Save | 31 |
Defense: Resistances
Lightning | + 12%( 70%) |
Fire | + 33%( 70%) |
Cold | + 47%( 70%) |
Physical | + 39%( 70%) |
Mind | + 15%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 111% efficiency and cooldown mod of 77%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 103% efficiency and cooldown mod of 63%. Its effects scale with your Magic stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Steamtech / Furnace | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured 0/8 yetis. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Str / +2 Con Talent granted: +1 Rocket Boots Infravision radius: +1 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Cun Mental save: +16 (+8 eff.) Mindpower: +9 (+3 eff.) Mental crit. chance: +9% It can be used to hack the mind of a weakened yeti Activation costs 1 power out of 8/8. This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
On hands | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +15% mind Changes damage: +3% darkness Talent granted: +1 Sand Shredder Life regen: +3.00 Stamina each turn: +0.90 Hate when firing a critical mind attack: +4.00 Maximum stamina: +19.00 Mindpower: +25 (+9 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+4 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
In main hand | ![]() Requires: - Strength 35 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 143% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +63 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Changes stats: +4 Str / +5 Wil Changes resistances: +12% physical Changes damage: +7% physical Talent granted: +2 Block Slows Projectiles: +10% Bonus block near projectiles: +13 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() Requires: - Strength 24 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 2 Power: 117% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +4.0% Attack speed: 100% Block value: +50 When this weapon hits: To The Arms (10% chance level 2). Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +7 (+3 eff.) Fatigue: +8% Talent granted: +1 Block "Sick of your pesky enemies hitting you with weapons? Well, with the new spring loaded Whipsnap, you can quickly put a stop to that!" |
Cloak | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+4 eff.) Changes resistances: +12% lightning / +15% cold Physical save: +10 (+5 eff.) Stun/Freeze immunity: +20% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | ![]() Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +11 Defense: +6 (+3 eff.) Fatigue: +7% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +12% fire / +10% physical Maximum life: +23.00 A suit of armour made of leather. |
Inventory
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() hardened leather sling of enduring Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +5 Con / +7 Wil Maximum life: +38.00 Slings are used to hurl stones or metal shots at your foes. |
![]() cleansing dwarven-steel plate armour of fire resistance (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +16% blight / +15% fire / +13% nature A suit of armour made of metal plates. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con Changes resistances: +6% nature / +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Talent granted: +1 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 10] simple frost salve [power 10]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 127] simple healing salve [power 127]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 127 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By Kudoyon the Orc Sawbutcher level 13
46th Retaking 124th year of Ascendancy at 18:03 see stats
By Kudoyon the Orc Sawbutcher level 10
33rd Retaking 124th year of Ascendancy at 14:07 see stats
By Kudoyon the Orc Sawbutcher level 19
13rd Revenge 124th year of Ascendancy at 16:05 see stats
By Kudoyon the Orc Sawbutcher level 16
7th Revenge 124th year of Ascendancy at 10:01 see stats
Log
Kudoyon activates Rocket Boots.
Kudoyon forces the iceblock to shatter.
Kudoyon is free from the ice.
Kudoyon hits Iceblock for 9 fire, 25 fire, 40 physical, 9 fire, 25 fire (106 total damage).
Burb the snow giant champion misses Kudoyon.
Your shield crumbles under the damage!
The shield around Kudoyon crumbles.
Kudoyon is encased in ice!
Burb the snow giant champion's ice storm area effect hits Kudoyon for (53 absorbed), 9 cold (9 total damage).
Burb the snow giant champion stops bleeding.
Rotting Disease from Ritch larva hits Kudoyon for (6 to ice), 9 blight (9 total damage).
Kudoyon hits Iceblock for 109 physical, 7 fire, 19 fire, 37 physical, 7 fire, 19 fire (195 total damage).
Burb the snow giant champion hits Kudoyon for (0 to ice), 13 physical, (0 to ice), 19 cold (32 total damage).
Burb the snow giant champion's ice storm area effect hits Kudoyon for (0 to ice), 51 cold (51 total damage).
Talent Saw Wheels is ready to use.
Rotting Disease from Ritch larva hits Kudoyon for (6 to ice), 9 blight (9 total damage).
Kudoyon forces the iceblock to shatter.
Kudoyon performs a melee critical strike against Kudoyon!
Kudoyon is free from the ice.
Kudoyon hits Iceblock for 8 fire, 22 fire, 61 physical, 8 fire, 22 fire (119 total damage).
Burb the snow giant champion casts Drain.
Burb the snow giant champion hits Kudoyon for 103 blight damage.
Burb the snow giant champion's ice storm area effect hits Kudoyon for 51 cold damage.
Rotting Disease from Ritch larva hits Kudoyon for 15 blight damage.
Burb the snow giant champion misses Kudoyon.
Burb the snow giant champion's ice storm area effect hits Kudoyon for 51 cold damage.
Kudoyon the level 19 orc sawbutcher was cooled to death by Burb the snow giant champion on level 1 of Hidden Vault - Ritch Hive (1).